The Longest Journey (U.S. Version) Walkthrough v1.1B Copyright (C) 2001 by OutRider WARNING: This walkthrough (like the others) contains spoilers, so use at your own risk. Don't say I didn't warn you. If you need to contact me, here's how: Email: squire_wolfbane@hotmail.com ICQ #: 867897 AOL Instant Messenger: WildBane2003 MSN Messenger: squire_wolfbane@hotmail.com The walkthroughs can also be found at: Video Game Strategies - http://vgstrategies.about.com Dirty Little Helper - http://www.dlh.net Ludus - http://www.ludus.it (Italian site) NeoSeeker - http://www.neoseeker.com Fresh Baked Games - http://www.fbgames.com Cheat Search - http://www.cheatsearch.com Cheat Code Central – http://www.cheatcc.com Action Trip – http://www.actiontrip.com The Spoiler Centre - http://www.the-spoiler.com GamePower - http://www.gamepower.com These are the only places that I’m allowing my guides to be found at, and if there are any others that are not mentioned in here, please email me with the name of the site and its URL. Please don't email me anymore about requesting permission to add my guides to your site. I have enough places already that I allowed to have my guides on their pages, and that's good enough for me. This guide can also be found at my website, which is located at http://members.tripod.com/OutRider2003 (This copyright was borrowed from Marilyn J. Caylor's walkthrough for the Star Wars Episode I: The Phantom Menace game only because I believe in the same things she does in the copyright. I only did some minor changes to it in this walkthrough) Copyright notice: This walkthrough may be reprinted on other walkthrough web sites only with my permission, so long as the original content remains UNEDITED AND INTACT, and proper credit is given to the author (which would be me). This copyright must accompany and precede the actual walkthrough. If you have this walkthrough on your site, and then you must agree to also update to the latest version when I contact you regarding the matter. Please contact me via email, letting me know who you are and the URL of your site, so I can send you updates when necessary. You may NOT convert the text version into an html version. My own HTML version of this walkthrough will be made sometime in the future. The text file was created for the convenience of websites that has text-only walkthroughs or contains a database. If you have a special situation for your website, then you must contact me via email for permission to make any modifications. You may add html code to the text version for the purposes of advertising banners, to fit the design scheme of your website (i.e. frames, graphics, or other buttons), or to include meta functions for search engines. You may not add html code to the actual content of the walkthrough, because then it's no longer a text version. Please do NOT add a mailto function for my email address in any version of the walkthrough. For any use other than a walkthrough site, you must contact me for permission. This walkthrough is not public domain. It may not be resold or distributed in any compilation without permission. Any other use is strictly prohibited. For more information, contact me via email. WALKTHROUGH: The Longest Journey – Prologue: A Lion in the Streets Welcome to the world of The Longest Journey. Watch the introduction and when you have control over the heroine of this game, April Ryan, walk off the screen to the right. There will be a quake, which will cause an egg of some sort to roll down from its nest and onto a pair of branches that are hanging from the cliff. Click on the nest and then the Hand icon to find a large scale. Break the twig off of the tree by using the Hand icon on it and you will awaken a tree spirit. Talk to the tree and when you’re finished, go to the stream by walking off the screen to the right. Go into your inventory (by right clicking your mouse, or clicking on the Inventory icon at the top of the screen) and combine the scale with the stick you broke off the tree to make a funnel. Use the makeshift funnel on the stream and the tree will be saved. Go back and talk to the tree and watch the sequences. The prologue will come to a close and Chapter 1 will soon begin. The Longest Journey – Chapter 1: Penumbra When April wakes up, pick up her diary that sits on the desk near her bed. Go into your inventory and open it up. You’ll see a piece of paper sticking out, so take it to find out that it’s April’s timesheet. Go over to the closet and open it up. You should see a toy monkey sitting in a box at the bottom of the closet, so take it with you. Open up the window and take a peek outside. Doesn’t it remind you of Vienna, Italy? Untie the clothesline and watch as the end falls down into the water. Trying heading out the door and April will say that she needs to get dressed. When she’s done, go out into the hall and a guy named Zack will start talking to you. Talk to him (I don’t think choices matter much) and when he heads into his room, April will call him a curse word (I’m trying to keep my guides clean in case there’s a younger audience using these). Head down to the first floor and pick up the matches that sit on the table. Walk over to the bulletin board and have a look at it. You should see a pink note tacked up in the upper right corner of the board. It’s a FOUND notice for a gold ring, so take it. April comments that she lost her gold ring and wonders if the one that was found was hers. Give the note to Fiona (the woman sitting on the couch) and April will get her ring back. Head outside and take a look at the machine at the left. This is the first puzzle of the game, sort of. Use the gold ring on the disconnected wires in the upper right hand corner. Move the right yellow switch so that the third bar is horizontal (pointing left and right). Move the left yellow switch so that the red light is on the third bar. Use the right switch again to move the first, second, and fourth bars so that they are in the same position as the third. The machine will power up. Release the valve that’s near the upper left corner of the screen and then turn the wheel. The water will drain out. Take the clamp and your ring and then exit the view. Talk to Cortez, a strange old man who is sitting on the bench. When you’re done talking to him, leave and head to the Academy. It can be reached by first going to the bridges, then to the park, and heading in the same direction that April is facing. Once at the Academy, head upstairs and take the paintbrush and palette that are sitting on a nearby shelf. Use them on the canvas and watch the sequence. Emma will soon arrive with a message from Cortez. When she leaves, April will also leave, but not before the holosculpture comes alive for a brief moment. Head downstairs and take the glove that is in the trash can. Leave the Academy. Time to go the Fringe Café. You can reach this by heading to the bridges and then going to the northeast corner of the area. Head into the café and take some candy from the jar that’s next to Charlie. Talk to Charlie for a bit and then head to April’s right and you’ll find yourself in the main part of the café. Give the timesheet to the bald guy, Stanley, and talk to him and you’ll soon get some money. Stanley will ask you if you would like to work later since one of his other employees is out sick. Your choice can affect the chapter’s ending later on. Head over to the jukebox and take a look at the poster that Charlie had mentioned. You should see some free tickets in the lower right hand corner of the poster. Since April’s a fan of free stuff, take one. Go over to where Emma’s sitting and have a nice chat with her. When you’re finished, take some bread from the basket on the table and then head back to your apartment at the Border House. Once there, look out the window. Use the bread that you took from the café and use it on the blue inflatable duck. The seagull will come down and cause the metal grating to sink. Pull on the chain and you’ll get the clothesline that you untied earlier. Head back to the Fringe Café and you’ll see the blue duck, which is now deflated, sitting in some piping, so go over and pick it up. Head back to the bridges and go to the Subway, which can be reached by going to the absolute left of the screen (it’s below the way to the park). Head down into the subway and take a look at the gene scanner. If you’re not sure what to do, look at the instructions at the bottom of the machine. Press the Weekly button (April will do it anyway if you try pressing something else) and then use the cash card you got from Stanley on the “eye” that comes out. When the machine’s done, walk through the detector thing, but before we get into the train, go into your inventory and combine the clothesline with the clamp. Inflate the blue duck and notice that it has a Band-Aid patch on it. Take it off and use the inflated duck on the clamp w/ clothesline. This will help keep the clamp open. Walk over to the opposite set of tracks, which are located in the lower left corner, and you’ll notice some sparks shooting out. Look at the sparks and you’ll learn that there is a large iron key resting on the tracks. Use the makeshift fishing pole (if you want to call it that) on the iron key and April will bring it up. Look at the gallery ticket that you picked up earlier to learn the address for the gallery and go and hop on the train. You can take a look around inside if you want, but there’s not much in the train to look at. What you need to do is look at the map that’s above April. This is how you can get from place to place. Select the icon that will take you to the Watertown Bridge. April will soon arrive there. The building you need to go to is right next door, so head to the right and go through the door. The curator guy seems to be asleep at the moment, so April will just leave her ticket on the counter. Head to the right and you’ll see that Cortez is here. Talk to him for a while and after he leaves, go back to the subway and head back to East Venice. The ending’s almost here, so if you told Stanley that you would work, go to the café and go to where Stanley is and you’ll get to see the first alternate ending. If you told Stanley that you wouldn’t work, go to the Border House and talk to Fiona to get the other ending. Either way, the chapter will come to a close. The Longest Journey – Chapter 2: Through the Looking Glass When you have control of April, head downstairs and notice that Fiona is staring out the window. Talk to her and you’ll eventually learn that she had a weird experience like the one April had last night at the café, except Fiona’s involved a forest, not a little flute-playing creature. Be sure to ask Fiona about Cortez though, it’s too bad she doesn’t know where he is at the moment. After you’re finished, head upstairs and knock on Zack’s door (his apartment is across from April’s). Talk to him about everything and you’ll eventually learn where Cortez is hiding out. To get to the movie theater, first get on the subway and head to Metro Circle. Once there, head down the stairs and head to the right from there. You’ll find yourself in another part of town. Walk down the street a little bit and when you reach the intersection, head to April’s left. It is here that you will find the movie theater. You’ll see a sweeper guy and an undercover detective here. Move the trashcan out of the way, only to get yelled at by the sweeper guy. You’ll notice some green stuff underneath the can and some fumes coming off of it. Use the candy on the green stuff and you’ll make a piece of hard candy. Talk to the detective about everything and offer him a piece of candy. He says that it’ll hit the spot, so give him the hard “candy”. Watch as the detective begins to have some “problems”. He gets chased away by the sweeper guy, and you’ll find out from the sweeper guy as he comes back that his hat fell off as he ran off (hint, hint). Okay, use the Hand icon on the nearby fuse box to bring up a close-up view. Use the iron key you got from the subway station on the lock and you’ll open up the fuse box. Move all of the functional switches over to the left. Go into your inventory and use the Band-Aid on the rubber glove. Use the patched glove on the live wire and watch as the lighting for the marquee goes out. The sweeper guy will go into an alley to try fixing the marquee (I think). Before you follow him in, go back to the previous screen and pick up the detective’s fedora, which can be easily found sitting in the middle of the street. Go back to the theater and head into the alley where the sweeper guy entered earlier. You’ll notice a stack of boxes and some garbage nearby. Use the hat at the top of the pile and use the toy monkey on the bottom. This will create a shadow that looks like the detective getting ready to fire a gun. Walk over to the trashcan, open it up, and use the matches to light a fire. Watch the sequence, it’s pretty funny. As the guy’s dancing around, head into the door that he came out of. You’re finally inside the theater. You’ll see Cortez sitting in here watching an old movie. Walk over to him and have a nice little chat. Watch the next sequence. Eventually, you’ll learn Cortez has some amazing powers and April will be shifted into another world. Welcome to the world of Arcadia. The only thing you’ll notice for right now is a wall painting of a bunch of monks. There’s not much to do here, so head all of the way to the right and exit off the screen. Here, you’ll notice a priest. Try talking to him and he’ll start talking to you in some weird language known as Alltongue. Just listen to the man and you’ll eventually be able to understand what he’s saying. You’ll learn that the priest’s name is Tobias. He’ll lead you outside to explore the city of Marcuria. The first thing to do in the city is to walk over to the nearby merchant stalls. You’ll notice a cup game dealer guy and a mapmaker. Talk to the mapmaker about everything. When you’re finished, head back to the temple and Vestrum Tobias will put on a little spiel on Stark (the world April lives in), Arcadia (the world April is in now), and stuff about the Balance. It is pretty long so just kick back, relax, and listen intently. When he’s done, go talk to him again, but ask him about Brian Westhouse. When you can, choose the option that asks who you should talk to about Brian Westhouse and you’ll learn that he mainly goes by the nickname, ‘The Rolling Man’ because he likes riding his bicycle into the town area. Leave the temple and go talk to the map merchant. Bug him about The Rolling Man and eventually a creature known as a Dolmari will show up and the merchant will fire him. Ask him about a job and eventually he’ll hire you. The first assignment is to deliver a map to Captain Horatio Nebevay, captain of the White Dragon. To find him, go to the City, which is north of the stalls. Click on the City-Gates icon, and head off to the right to the docks. Nebevay’s ship is on the right side of the pier. Once you’ve figured out where to go, you should see a man standing next to a dock holding a pipe. He is the captain. Give him the map, and then the delivery list. You’ll learn that we won’t sign it because of his religious beliefs. Eventually, he’ll tell you that music will do the trick because it distracts the “Mo-Jaal”. To satisfy both April and him, go back to the City-Gates and off to the left is a merchant that sells musical instruments. What’s funny about this guy is that he speaks in musical tones and April can actually understand him. Buy the flute and then head back to Nebevay. Give him the list again and April will play for him. Now that you have his signature, go back to the map merchant and give him the delivery list and you’ll get your second assignment. This time, you get to deliver a map to the Rolling Man himself. You’ll be provided with some lengthy directions to his place (don’t worry, an icon will be placed automatically so you don’t have to remember the directions). Head off to the City, and click on Westhouse’s Bungalow icon. When you arrive, talk to Brian. Then mention that you’re here because you have a delivery and April will give him his map. Talk to him for a while and you’ll learn some valuable information such as that Brian left Stark in 1934 (over 300 yrs. from the time the game takes place) and he was trapped in some place in between for a while until he managed to get into Arcadia. You’ll also learn that Cortez’s real name is Manny Chavez. When you’re done talking, give Brian the list and then try leaving. Brian will remember something and he’ll give you a pocket watch. Go into your inventory and use the pushpin on the pocket watch. April will have successfully created a shift. She’ll automatically enter and you’ll soon find yourself back in Stark. A lengthy conversation between April and Cortez will ensue, so be sure to talk about everything and anything. When he leaves, April will automatically walk off and you’ll wind up back in East Venice. Go to the Fringe Café and talk to Charlie. Like with Chapter 1, you’ll be presented with some choices. To view the first alternate ending, go to the main part of the café and April will seat herself and Emma will enter soon afterwards. To view the first ending, just pick the choices that brush off Zack. To view the second ending, go to the movie theater (I’m guessing) and go on the date with Zack. Either way, welcome to Chapter 3. The Longest Journey – Chapter 3: Friends and Enemies You’ll find yourself once again in April’s bedroom. Leave the room and you’ll get to have a nice little chat with Zack (if you stood him up, he’ll be cursing his mouth off at April). When he goes into his apartment, leave the Border House and take the subway to Hope Street. Walk from the stairs north to the cathedral. Go over to the confessionals and you’ll get to meet Father Raul. Ask him about Warren Hughes and you’ll learn that he hangs out in Building 87 and that he belongs to a gang called the Razorblades. Leave the cathedral and go to Building 87. You’ll see a kid sitting on the steps, this is Warren Hughes. Talk to him and in order for you to get information on what you need, he asks you to break into the police department, destroy his criminal record, and find out where his sister is being held. Go to the subway and go to Metro West. Once here, look at your surroundings and be sure to look at the street signs. Use the Hand icon on the roadblock and it’ll change positions. Get into the container and you’ll soon find yourself inside the police department. Click on the toolbox and April will find a piece of paper for a requisition form. Click on the toolbox again and April will take the paper. Talk to the desk sergeant about all topics and then head over to the right and talk to the fat guy. You can try talking to the skinny guy, but you’ll learn his head isn’t on straight as he is a Rapture addict. Talk to the fat guy about all topics and then talk to the sergeant again and ask her for the requisition form. Use the new form on the service men to learn that you’ll need the addendum form a long with it. Go back to the sergeant and ask her for it. Give the forms to the service men and they’ll get back to work. Look at the screen of the left videophone and use the right videophone and dial the number to the left videophone. While the phone icon is on the left videophone, talk to the fat guy and tell them that he has a phone call. Talk to George as well. Look at the panel and use the Hand icon on the wires and April will cross them, which causes the doors to open. Try entering them and you’ll get yelled at by the desk sergeant. Look at the shelves behind the sergeant and then ask her to get the form. While she’s distracted, head on through the doors. Head back out and you should see a screwdriver lying on the floor near the toolbox. Pick it up and then distract the sergeant again and head back through the doors. U se the cash card on the pop machine and you’ll get a can of Bingo! Classic. Head into the locker room at the end of the hall and you’ll hear someone straining themselves. Walk to the left and you’ll find out that Minnelli (the detective that you gave the hard candy to earlier) is on the can. Talk to him for a bit and then look at each of the lockers. Talk to Minnelli again and say that you’re Sgt. Maria Hernandez. He’ll have you get into his locker and get his medicine. Open up Minnelli’s locker (the first one) and take a look inside. Look at the mirror and then look at the shard. Take the shard and look at the note that was hidden behind it. You’ll get Minnelli’s login info for the archives. Take the bottle of medicine and give it to Minnelli. Talk to him some more and watch as he loses his synthetic eye every time he sneezes. Leave the police station (the exit is near the videophones) and you’ll get to listen to a news report. After it’s finished, leave the area and head back to the subway. Go to the Radio Power Station and head back to the movie theater. Go into the alley and pick up the toy monkey. Go into your inventory and take a look at it. Remove his eye (you’ll have to use the hand icon on it twice) and you’ll learn that the monkey’s name is Guybrush (does this name bring back any memories? If not, think Monkey Island). Just a note, there’s quite a few references to older games and movies and I’ll be sure to mention them if I ever figure them out. Head back to the police station. Distract the sergeant and head on through the doors. Go back to the locker room. Use the switch near the stall to turn off the lights to the stall. When Minnelli loses his eye, use the monkey eye on it and April will switch them. Leave the locker room and near the pop machine is a door with a retinal scanner next to it. Use Minnelli’s eye on the scanner and you’ll gain access to the Archives. In this room, you’ll see a printer, a computer, a lot of drawers, and a control panel. Use the computer at the top of the screen and log in. When asks for a search query, select the Warren Hughes option. The computer will bring up his record. Click on the Delete button and then click on the Print button. Look at the colonization number next to his sister’s name (her name is Erika). This will add the number to your search options. Go back to the Main screen and search for Erika’s colonization number. You’ll find another record. Print that out as well. Head back to the Main screen again and search for the Church of Voltec. You’ll see that Jacob McAllen’s name is mentioned in the record. Click on it to have it added to your search options and go back and search for Jacob McAllen. You’ll see some strange codes in the lower right hand corner of the screen, so write them down or memorize them. You need these to access the control panel on the opposite end of the room. Log off the computer and use the control panel. Enter the codes you got and the machine will bring down the Vanguard file. Go into your inventory and look at it and you’ll find a datacube. Take the printouts and leave the police station. Head back to Hope Street and go talk to Warren in Building 87. Warren will tell you about Burns Flipper and how to find him. After you’re done talking to him, get on the subway and go to the Newport Docks. Once you’ve arrived, head upstairs and exit off to the right of the screen, which will take you to a construction yard. Click on the garage and April will go over there. Knock on the garage door three times and Burns Flipper will start talking to you (The Flipper is my favorite character so far in the game, hehe). Pretty soon, the Flipper will open up the garage, so head inside. The first thing you’ll notice is that April is being recorded by a security camera. Head to the opposite end of the room and head down into the pit. Talk to Burns Flipper and when you’re ready, give him the cube and watch the sequence. You’ll learn quite a lot on the Vanguard. After it’s done, ask the Flipper about a fake ID. He’ll eventually tell you that if you can get a working anti-gravity unit, that he'll get you a fake ID. (The Flipper does make a comment that’s from Army of Darkness; it’s when he says ‘Shop smart, shop S-Mart’. That was the slogan from the store that Ash worked at. Is it just me, or does the Flipper sound like Bruce Campbell?) Leave the garage and use the pop can on the paint shaker machine that’s just near the garage door. You’ll now have a highly volatile pop can. Leave the Newport Docks and check out the crash site near the police station. Talk to the cop until he starts coughing and mentions it’s just the dust that’s choking him up. Use the pop can on the cop and the pop will soon explode on the cop’s suit and he’ll leave to get it fixed. Use the mirror on the laser fence and take a look at the machine dangling from the ship. This is the anti-gravity unit you need to give to the Flipper. Try taking it and you’ll learn it’s secured by a couple of screws. Use the screwdriver on the unit and April will take the unit. Head back to the Newport Docks and give the unit to Burns Flipper. He’ll get your fake ID made by tomorrow at the earliest. Leave the docks and go to the Cathedral on Hope Street. Here, go to the confessionals and you’ll overhear a conversation between Cortez and Father Raul. Once Raul leaves, talk to Cortez and you’ll learn that the Vanguard’s after him. Once Cortez leaves, head to the Border House and go upstairs to your apartment. You’ll see Zack hanging out near your door, but as soon as you say something to him, he heads into his apartment without saying anything. Go inside your apartment to find that Emma and Charlie are in here. Tell them about what’s going on and you’ll soon get to see a movie sequence (I think the Vanguard has found Cortez…) and you’ll soon wind up back in Arcadia, but this time you won’t have much clothing on. What lies in store for April this time? The Longest Journey – Chapter 4: Monsters When you’ve finally arrived in Arcadia, enter the Journey Man Inn. Talk to the woman standing near the fireplace, she’s the proprietor of the place. Talk to her about everything and when you’re finished, a Venar creature named Abnaxus will enter. Talk to him for a bit and when he leaves, wait until April starts saying that she’s tired and when she does, click on the comfy chair near the fireplace and April will go to sleep. After the sequence is over, it’ll be morning and no one’s inside except for the owner and April. Try leaving the place and the woman will give you some clothes. She’ll ask you to work to help work off sleeping there and for the clothes. I would recommend telling her that you will work, so that April can get some money. Leave the inn and go to the marketplace in the city (the exit’s off to the north). Take a visit to the mapmaker, who’s wondering where you’ve been lately. Give him the list and you’ll soon get another delivery. Go to the temple and talk to Tobias for a bit and then leave the city and go to the Enclave. When you’ve reached the Enclave, click on it and you’ll be underneath a pillar-like structure. Head down the stairs in the lower right corner of the screen and you’ll find yourself in a library. Talk to Minstrum Yerin and talk to him about all that you can. After you’re done reading the books, leave the library and go to the stalls in the marketplace. Use the coins you got from the woman on the cups and you’ll get to play a game. To figure which cup to choose, use the screwdriver on each of them and whichever one moves, is the one you want. The cups dealer will be outraged that you won and he’ll accuse you of using magic. Your prize will be a calculator. Give him the screwdriver and you’ll get to choose a prize. Since we don’t know what to get yet, it’s best to leave it alone. Leave the city and go to the City Green. Knock on the door that’s in the tree and you’ll get to visit Abnaxus. Look around for a bit and soon Abnaxus will come downstairs. Speak to him about all topics and be sure that he mentioned something about ‘a god falling from the sky into the sea’. Go to the pier and head over to the small pier where you can see an old sailor sitting around. Talk to him and ask him about the ‘god falling from the sky into the sea’. You’ll learn something about some mermen underneath the Sea of Songs. Head back to the Enclave library and ask Yerin about a book on mermen. You’ll have to choose the option that says ‘I need some information, but I don’t know the name of the book’ or something like that in order to ask him about mermen. Read the book and then head to Brian Westhouse’s bungalow. Talk to him about everything and you’ll hear something about some winged storytellers. Head back to the Enclave library and ask Yerin about it. Reading the book on winged storytellers will allow you to access the island of Alais later on in the game. Go to the pier and ask Captain Nebevay about the island of Alais. He’ll tell you there are some problems with going there. 1) No wind, 2) no navigator, and 3) April’s a woman, and he doesn’t allow women on board the White Dragon. Go talk to the old man on the small pier and ask him about getting on the White Dragon. You’ll learn that Nebevay owes him a favor and he’ll help you if you can get his bird, “Bird”, back. Go to the cups dealer and give him the screwdriver. Tell him you want the bird. Go back to the small pier and give the bird back to the old man. Head to the White Dragon and tell Nebevay you’re cashing on the old man’s favor. Leave the city and take the Road North. You’ll enter a farm area. Head towards the forest and watch as Crow catches up to you, well, almost. You’ll soon enter another region of Arcadia. Go into the forest and follow the path up to a bridge. It is here that you’ll have your first encounter with a Banda (maybe second since I do believe the creature back at the Fringe Café was a Banda). Tell the creature you won’t hurt him, and you’ll eventually learn that you can call him Ben-Bandu instead of some long name that I’m not going to put in here. Take a look at the bridge and go back to the previous screen. You’ll see an old woman sitting on the ground. Talk to her and help her up. Talk to her again and have her lead the way. Follow her into her home. When she leaves, go to the right and pick up the broom sitting next to the cabinet. Use the broom on the cabinet and you’ll find Ben-Bandu’s brother! Talk to him and when you’re finished, pick up the small skull sitting on the table near the front of your screen and use it on the small window. Pick up Ben’s brother and help him out the window. Soon, the old woman will return. Watch the movie sequence to see a hideous transformation. The old woman is actually a creature called the Gribbler, who tricks Bandas and humans, and then cooks and eats them. When the Gribbler starts chasing you, use the Hand icon on the plank near April and the Gribbler will be knocked into the fire. Leave the hut and Ben will come to meet you. You’ll find out that April’s a hero. Head to the Banda village and talk to the Elder who sits in the hammock near the mound. When you’re done, talk to Ben and then head into the Spirit Dig (it’s not that hard to notice) and go to sleep on the bed that April’s standing next to. Watch as April has some weird dreams and watch as she has a meeting with her evil self and Charlie’s spirit. The fourth chapter will come to a close. The Longest Journey – Chapter 5: There and Back Again When April awakes, head outside the Dig and listen to what Ben-Bandu has to say. When he’s finished, talk to the Elder and you’ll receive the first piece of the disc. Wake up Crow and follow him to start your journey towards the alchemist’s tower. When you get to the screen where there is a hill heading north and some flowers, first pick some flowers and then head up the hill. The next screen takes you to an edge of the cliff, follow it down and you’ll find yourself at the entrance to the tower. Off to the right, you’ll notice a berry bush. You can try walking there if you want, but the marshy land won’t help you get there. Blow the flute to summon Crow and have him grab some berries off the bush. In order to have Crow do something for you, click on him, use the Hand icon, and then use the Crow icon on the object. Use the Hand icon on the stoned man and you’ll find out that he is still alive! In order to soften him up, mix the berries with the flowers to make a moisturizer-type mixture and then use the mixture on the stoned man. His name is Lorhan, and softening him up will allow him to open up the stairway up into the castle. Head inside and April will find herself in a labyrinth. Next to April is a gargoyle that appears to be begging for something. Put a coin in his hands and he’ll rotate to reveal two glowing candles. Blow out each of them and a nearby door will activate. The gargoyle will then rotate back. Put another coin in the gargoyle’s hands and it’ll rotate again to reveal a salt and pepper shaker. Take them both. Do you see that hourglass near the left side of the screen? Have April turn it and as soon as the cursor changes back to normal, hurry up and head up the stairs that moved. If you fail to get up the steps in time, you can always go back and try again until you do make it. On this level, you’ll see a mirror door and a stone wall with an outline of a doorway. Knock twice on the stone wall and it’ll reveal another hourglass. Turn this hourglass and hurry up and head across the platform near the left side of the screen and go through the door. Follow the path up to a door with a face on it. Use the pepper shaker on it and it’ll sneeze, which will then fall over and allow you to go on through. Time for your encounter with Roper Klacks, the alchemist. Try heading up the stairs and he’ll come out. Challenge him to a duel and when you can, use the calculator on him. Watch the sequences and Klacks will soon become trapped inside the calculator. Head through the doorway he came out of and you’ll be in his laboratory. There are four vials that you need to pick up before we can start creating some spells. One can be found in the bookcase, another on the floor behind the curtain, one under the skull, and the last one that you’ll need for right now can be found near the cauldron. Next to the bookshelf is a spell book. Look at it to see one complete spell and notice that the rest of the page is torn. Look at the spell and April will note that it is an invisibility spell. Go over to the cauldron, bring up the close-up view, and toss in these essences into the cauldron, in the order that I give them. To make the Invisible = White essence, green essence, and then the blue essence. Go to where the mirror is in the labyrinth. You can look at the mirror if you wish, but you’ll see an evil version of April. Use the invisibility potion on April and she’ll become invisible. Walk up and pick up the piece of paper on the floor in front of the mirror. This is the missing part of the spell page. Go back into the tower and look at the spell book. Use the missing page on the book to have a set of four other complete spells. Look at each of them to have April explain what they are. To complete some of the other spells, you need a red essence, which is something you don’t have at the moment. Time to make the next spell. Light as a Leaf = Yellow essence, white essence, and lastly, the blue essence. You’ll see the red potion at the very top of the shelves. Use the Hand icon on it and April will jump up and grab it. Go back to the cauldron and make the rest of the spells. Wind Potion = White essence, red essence, and then the blue essence. Big Bang Potion = Red essence twice, and then the blue essence. Bind Magic Potion = Green essence, the yellow essence, and then the blue essence. After you’re done making your potions, walk over to the swirling purple crystal. Try using the big bang potion on the crystal, only to find out that it fizzled, most likely because that the crystal is constantly fluctuating. Try using the bind magic potion on the crystal and watch it freeze. Use the big bang potion on it again and it’ll shatter, freeing all of the stoned people. When you regain control, open the window and use the flute to call Crow. Talk to him for a moment and then use the Wind potion on him to have him spread it around in the clouds. When you’ve touched down on terra firma, head back to Marcuria. Go to the piers and talk to Nebevay. He doesn’t believe you defeated the alchemist, so to prove it, show him the Wind potion (and watch as Crow is blown off his post, hehe) All you need to do now is to get a navigator. Go to the Journey Man Inn and talk to the woman standing near the bar. She is Tun Luiec. Give her map to her and let her know that there is a navigator job available. After she’s left, go to the Temple and head near the rear of the temple to find Vestrum Tobias. Talk to him and you’ll learn that April is to be the Thirteenth Guardian. He’ll give you a talisman at the end of his little speech. Head back to the White Dragon at the piers and you’ll get ready to set sail to the Isle of Alais. The Longest Journey – Chapter 6: The Chaos Storm This is one of the game’s few short chapters. Go below deck and eat some of your candy. In the lower left corner of the screen is a sack with a worm crawling through it. Use the candy wrapper on the sack and when the worm becomes stuck, pick it up. Go above deck and up to the bridge and talk to Nebevay, who doesn’t have much to say due to the approaching Chaos storm. Go back down to the main deck and pick an apple out of the barrel on the left side (depends how you look at it) of the ship. Go into your inventory and use the worm on the apple. Go up to the bridge and show the worm-infested apple to Nebevay. Look at the compass and then talk to Tun Luiec for a while and when you can, ask her if you can steer the ship for a bit. Use the Talisman of Balance on the spirit compass. When the storm finally sets in, head to the bridge and try taking the Talisman of Balance. Nebevay will take it and will start yelling at April. Head below deck and near the sack where you got the worm earlier, sits an axe. Pick the axe up and use it on the chest. April will hit it once, but miss. She’ll take another swing and she’ll end up hitting the floor. Uh-oh, looks like we’re in deep! The Longest Journey – Chapter 7: A Deep Blue Mirror At the beginning of this chapter, you’ll have a brief conversation with Crow. When he leaves, check the water to the right. You’ll notice a head occasionally sticking out. Look at it, then try talking to it, and then try taking it. You’ll be taken to an underwater city. When you arrive in the cave, look at all of the drawings and then take a polyp thing out of one of the holes. Use the polyp thing on April and she’ll put it in her mouth. Use the push pin on April and she will get some of her blood. Leave the cave and then swim to the left. You’ll notice a closed shell in the seabed. Open it up and take the black pearl you see. Swim to the city and take some of the glowing green stuff that you see on the walls on the left side of the room. Go back to the bubble cave. Mix the green stuff with April’s blood and then the mixture with the black pearl. It’ll create a golden pearl. Use the gold pearl on April and she’ll swallow it. Head back to the city and talk to the merperson, which later, you’ll learn their true name is Maerum. Talk to her about everything and when you’re done, try taking the spear. Talk to the Queen again, but talk to her about the Waterstiller. When you’re done asking her about that, take the crystal that’s sitting in the niche next to the spear. Show it to the queen and you’ll get to keep it as a gift. Leave the city and if you look to the left, you’ll see some huge strands of seaweed. Move the seaweed out of the way and you’ll find a second crystal. Move it again and April will notice a cave entrance. Go into the cave. Pick up the two crystals that you can see in the seabed by the altar. Look at the stone altar and you’ll end up having to solve another puzzle. To solve it, line the rings up with their opposite signs. For example, move the fire ring so that it is in front of the water tag. Move the bird ring so it’s in front of the fish and the Maerum in front of the mountain w/ the eye. That solves the first part of the puzzle. To solve the second half, use the crystals so that either side points to the pictures to the left and right of it. For example, put the first crystal on the southeast arm of the altar and move it so the right side points to the fish and the left side points to the harpoon. Do you know how to do this now? You’ll know that you have solved the puzzle because the stone in the middle will open up. Leave the view and look at the drawings that have now appeared. Also, look at the symbol that is in the left side of the cave. Go back to the city and tell the Queen about your discovery. You’ll end up showing it to her. When you’re done talking, take the spear and go to the shipwreck. You can find the shipwreck by heading right past the bubble cave. Once there, try entering the wreck and the snapjaw will show up. Use the spear on it and April will kill it. Use the Hand icon on it and April will choose to take a tooth from the fish to show the Queen. Head inside the wreck and take the talisman that you can easily see. Head back to the Queen and show the two prizes to her. You’ll have one more thing to do. Go to the shrine and use the talisman on the symbol you noticed earlier. It’ll open up to reveal a niche. Look in the niche and you’ll see a disc piece that has been split into two. Take it and then go show it to the Queen. You’ll learn that you have yet one more thing to do. Talk to the Queen and April will explain the relationship between the Maerum and the Alatien. She’ll have you taken to the nearest island so that you can try talking to the Alatien. This ends Chapter 7. The Longest Journey – Chapter 8: Reunification Upon arriving at the beach, pick up the rope from the ground that’s to the right of where April is standing. Head up the path to the left and you’ll discover some ruins of an old city. Tie the rope on the small tree and head on down the hole. You’ll end up finding an underground cavern. Climb down to the bottom and sort out through the rubble to find a key. Climb back up the cliff and head on out. Untie the rope from the tree and then head down to the beach. Use the flute to call Crow and have a brief conversation with him. When you’re done, pick up Crow and use him on the jungle. Head to the jungle and go to the volcano. Look in the face’s mouth to find a keyhole, a symbol, and a lens of some sort. Change the symbols with the key and look at the lens each time you turn it until you get back to the Tilde looking symbol. Leave the view and look at the big tree in the background, as this will enable that area on the Jungle map. Leave the volcano area and head into the new area. Try walking through the area and you will end up waking some Stickmen. Talk to Stickman Wick for a while and when you’re finished, walk up the tree “path” and you’ll end up on a limb. Look at the crossbow and then head down and ask Wick about it. Look at the base of the nearby statue. Insert the key into the triangular keyhole. Set the top ring, by turning the key to the left, to the Apple shape and set the bottom ring, by turning the key to the right, to the S shape. Take the key and leave here and go to the beach. Go through the arch on the right side of the beach and head up the path to the cliff. Look at the statue base here and set the top ring to the arrow shape and the bottom, the S. Go to the ruins and look at the statue base here. Set the bottom ring to the apple shape and the top to the volcano shape. Leave the beach and go to the Woodmen area. Use the talk icon on the ear of the base and April will talk through it. If everything worked out okay, the voice should reach Q’aman. Talk to him for a bit and then head to his secret area. Talk to Q’aman about everything and head back to the beach. Go through the arch and try helping the crab creature out. First use the hand icon on it and then the talk icon on it. You’ll find out it’s in pain. Go back to Q’aman and see if he’ll help the poor Orolwol. He will, and the crab creature will be happy and leave. Go up the cliff path and talk to Q’aman again. You’ll find out that the fish aren’t biting because he doesn’t have a lure. Give him the candy wrapper and head back to the woodmen area. Tell the Stickmen that it’s safe to go back to work. They’ll leave and head up the tree while you can go back to Q’aman. Take the fishing line and the fish bones and head back to the Stickmen area and head up the tree. Combine the rope and the fish head. Give the line to Woody and he’ll give it to Wick. They’ll finish making the cannon, and when they do, ask them if you can test it. Use the grappling hook thing you made and use it on the cannon. Pull the nearby lever and watch her fly! Talk to the Alatien on the other side of the cliff about everything and then look at the updraft. Drink the Light as a Leaf potion and use the Wind potion on the updraft. Talk to the Alatien some more and head into the tunnel entrance. Go to the castle and talk to the watch. You’ll need to answer some questions about four fables, the tales of Seas, Stars, Winds, and Homecoming. Talk to the Alatien child for her tale, talk to the female Alatien off to the right from the child for hers, talk to the Alatien by the tunnel exit for his, and the one you first met by the entrance for his. Go back and talk to the watch and ask for the questions. The answers are usually the third choice, but I’m not sure if it’s randomized each time. Go into the castle tower if you managed to get the questions right and talk to the Teller for her tales. Watch the sequences and when you find April swimming around, pick up the sand near the structure and then look at the small orifice. Use the Talk icon on it and you’ll be able to enter via the larger orifice at the top. Once inside, try taking a circular protrusion and the god will wake up. Talk to him a bit and you’ll have to take a stone. Watch the sequences and you’ll get to meet some Dark People. Talk to him too and afterwards, April will be allowed to sleep. Wake up and exit to find a deserted Marcuria…. The Longest Journey – Chapter 9: Shadows Try heading to the city and you’ll be interrupted by a movie sequence in which a strange creature comes out of the water. A Shift will open just in time for April to escape. You’ll wind up in the Cathedral in Stark. Talk to Father Raul for a while and then head back to the Border House. I wonder what’s going on? Emma’s standing around and Fiona’s on the couch crying. Emma will try telling you to run, but it’s too late. A man comes down from the stairs and soon, Gordon Halloway himself will enter. These two are both Vanguard agents. Say what you want, but they’ll shoot Emma anyway. A boy will come in, and a gap will open between the servant guy (the one who shot Emma) and Gordon, allowing April to run upstairs. Talk to Zack, and you’ll learn that he sold you out. The servant will come upstairs and he’ll shoot Zack. April will head into her apartment, so when you have control, look out the window and click on the river and April will jump out. When she’s out, drink the invisibility potion and go past the guard and go the Fringe Café. The servants will corner April…almost. A door will open up to the left and a Shift will have appeared. April will go through it and you’ll find yourself in an old woman’s home. Her name is Lady Alvane. You’ll learn that what you walked through wasn’t really a Shift because you didn’t go into your dreams and stuff. You’re not in Stark or Arcadia, but the place in between. Talk to her for a while and you’ll learn that Emma wasn’t killed, but she was hurt and that everyone is angry with her for not telling them the truth. After the conversation is over, April will go back through the vortex and you’ll find yourself back in Arcadia, near the Journey Man Inn. The Longest Journey – Chapter 10: Rebirth Three more chapters to go. Go to the City Green and talk to Abnaxus. You’ll gain the last piece of the disc. Go to the Enclave and in the area just before the library, you need to place the four stones you got into the circular hollows. The Venar stone goes into the left hollow, the Dark People stone into the bottom hollow, the Banda stone into the right hollow, and the Alatien stone in the top hollow. You’ll hear some grinding sounds and April will comment that something went wrong. Call Crow and use him on the dragon to have him peck the pigeon sh… I mean, crap off of the dragon. Watch the sequence and the dragon will melt the four stones and they’ll combine to make the disc. Go into the library and talk to Minstrum Yerin and you’ll learn that Vanguard agents, no doubt, murdered Tobias. Go downstairs and try turning the wheel only to find out that it’s stuck. Talk to Yerin about it and you’ll learn that the wheel was stuck because the sluices are locked. He’ll go unlock them for you and you’ll be able to turn the wheel. When the water’s drained, go take the disc. Leave the library and try heading back to the city, only to find out that an army has the road blocked off. When things start to look grim, a Shift will open and the chapter will end. The Longest Journey – Chapter 11: Kin April will find herself in the paint studio. Pick up the paintbrush and palette and use it on the canvas. April will paint a scene from the beginning of the game and watch as a Shift appears. You’ll find yourself back at the spot. Mother is still here, but now she is dying. Watch the sequences and Mother will die, but the egg will hatch and a new Mother is born. When all of this is over, another Shift will appear and April will find herself back in Stark. Go to the Newport Docks and talk to Flipper Burns. You’ll get your fake ID, and after that, give Flipper the star map and he’ll have a friend decipher it. Leave here and go to Metro Circle. Go to the elevators on the left side and ride it up. Once you’re off, there’s a trash can near the front of your computer screen with a pizza box in it. Take it and then look at the sign for the clothing store to your left. Head inside and April will get some new clothes. Next to the store is a shuttle, hop on and you’ll head to another part of Newport. Once you’re off, talk to the nearby cop and you’ll learn the location of the MTI Building. Go to the right and go down to the street. Give Gerald the receptionist the pizza box and April will act like a pizza girl, which will allow you to get to McAllen’s place. Once up, try opening up one of his desk drawers and an alarm will sound and McAllen will enter. Choose what you want for conversation choices, and you’ll eventually be led down to some sort of laboratory. Watch the sequence and choose whatever conversation choices you want. When McAllen leaves, a mutant freak will come out and go after April. Look at the computer and use it again to open up the door. Run out and head to the ledge in the lower right corner. It’ll appear that the mutant freak has finally got April, but watch as Cortez saves the day! Talk to him and soon McAllen will appear. Watch the sequences, and you’ll learn that both McAllen (I think) and Cortez are part of the Draic Kin. Cortez will die, and you’ll know this because as when they transform into dragons, the watch Brian gave you will stop ticking, and that watch was Cortez’s heart. When you have control of April, head back into the laboratory and look at the computer again. Unlock the containment chamber and you’ll be able to get your disc back. Leave this place and Metro Circle altogether and head back to Flipper Burns. It appears that the Vanguard was here too, and they took the map and left Flipper in pretty bad shape. He made a copy of the map, and you’ll learn something about the Morning Star. He’ll then die, so head back to the elevators at Metro Circle. Next to the shuttle, you’ll see some lift tubes. Head on up and talk to the receptionist. Tell her you want to register as a colonist and soon, you’ll be taken to the Morning Star and the end of this chapter. The Longest Journey – Chapter 12: Dreamland One more chapter to go. Once you find yourself in the main hall, try entering the women’s bathroom. You’ll find that it’s locked. Instead, enter the men’s bathroom. Use the cash card on the dispenser to get something called Instant Heat. Move the trashcan to uncover a vent. Use the coin on the grill to help loosen it and then take it off. Once inside, look at the screen to the left and exit out at Exit #1. Look at the camera and then pull the cable out of it. Go back into the shaft, look at the screen, and exit out at Exit #2.This is the security room. Put some Instant Heat into the guard’s coffee mug and the guard will come back and take you back into the main hall. Go back into the shaft, and go to the security room again. Wait until the guard drinks his coffee and then leaves, due to some “excitement”. When he leaves, April will leave the vent. Look at the security map, click on the Cell Block button, and order the guard off-duty. Look at the computer next to the map and you’ll find out where Adrian is being held. Search the man’s coat and you’ll find a key. Leave the security room via the door and go into the far corridor to the Cell Blocks. Go down to Block 5 and open up the lock. Use the key on it and Adrian will come out. He’ll follow you around in the halls for the time being. Go back to the security room, order the guard at the rest area to go on duty, and then order the guard at the Airlock off-duty. Leave the security room, go into the far corridor, and exit off to the right to get to the airlock. Go over to the control panel, where you can see a lit button. Press the lit button and it’ll open up a capsule with a machine called a pod inside. Look at the panel on the pod and try pressing the button. You’ll learn that it’s missing an oxygen filter. Go back to the security room, have the guard go back to the airlock, and order the guard at the Cargo Bay off-duty. Go to the left corridor and enter the Cargo Bay. Look at the computer terminal and then use it to learn the number for the oxygen filters. Move the cursor over to where it says Even More Boxes and look. You’ll learn that’s where the oxygen filters are. Use the Hand icon in the same location and you’ll get the oxygen filter. Go back to the security room, put the cargo guard on duty, and order the airlock guard off duty. Go to the airlock, use the oxygen filter on the pod, and press the now lit yellow button. Watch the sequences and the last chapter awaits you! The Longest Journey – Chapter 13: The Longest Journey Walk into the desert. Look at the tower if you want, then start your journey to the tower. Soon, you’ll get to come to your first trial. When Chaos itself appears, go into your inventory and use the Bind Magic potion on the Talisman of Balance. Use the Talisman of Balance on Chaos and you’ll have completed your first trial. Look at the far chasm and April will automatically go to the other side. Head to the tower and you’ll come to your second trial. April will be changed into her younger self, and when you can, use the golden ring on your father. He’ll come to his senses and all will be forgiven. Head to the tower again until you come to the canyon. Call Crow (he’ll come through a vortex to meet you), talk to him for a bit, and use him on the tower (the small round thing at the very top of the screen). He won’t find any way in, so use him on the structures below it. He’ll find the Well of Making. Use him on the foggy canyon and he won’t find anything below the fog. Use him on the Well of Making again and he’ll bring back some water. Use him on the canyon and soon a bridge will form. Cross the bridge and at the top of the well, use the Hand icon on the well to look inside. Use the disc on the well and watch the sequence. When you can, use the Hand icon on the hand that appears in the well and Adrian will join up with you here. Watch the sequences, and Gordon Halloway will arrive very shortly. When Adrian and Gordon start fighting, use the Talisman of Balance on him. His two halves will be joined, and you’ll learn that he is to be the Guardian, not you. Watch the sequences and the chapter will end here. The Longest Journey – Epilogue: Threads Lady Alvane will close the story, and you’ll get to meet an old friend, who just so happens to be Crow himself. My guess is that Lady Alvane is actually April Ryan. Watch the ending and if you want, watch the credits. After the game, the Book of Secrets will be unlocked and you can access stuff like Outtakes, art, etc. You’ve finally completed The Longest Journey! Credits: Alex Boutilier, for allowing me to use his guide as a basis for mine and helping in parts of the game that I had trouble in. Funcom, for making such an incredible and fun adventure game. Will there be a sequel?